How to make x ray in mortal kombat. Strikes in Mortal Kombat XL, X for PC on the keyboard: tricks, combos, styles, fatalities, brutalities, X-Ray Moves. Open trunk without hands

Stamina

The stamina bar is located directly below your character's (HP bar) lifebar and affects several aspects of the game. The ability to run, break during an opponent's combo, use special moves, back dashes and interactive map elements - all of these options depend on the level of stamina. The game starts with 2 bars of stamina, which is consumed during combat. If you used stamina, you will no longer be able to do any of the above movements until the stamina is restored after a while.

dash ahead

The dash allows you to quickly get close to your opponent and is performed by quickly double pressing the Forward (ff) button. You cannot cancel the dash and must wait until the character is in neutral stance before attacking, blocking, moving, etc.

Dash back (backdash)

A backdash allows you to quickly move away from your opponent and is performed by quickly double pressing the back button (bb). At the moment, all backdrops cover a different distance (someone has a long step back, some not so much), but for all characters, backdrops have several frames on the startup, in which the character is invulnerable. Backdashing requires one bar of stamina.

Running allows you to get close to your opponent quickly and can be canceled at any time to launch an attack, block, jump forward, or duck. Running speed depends on the character. Running is performed by quickly pressing Forward, Forward + Block. (ff+blk)

Stamina drops while running. Also, it is impossible to start a run if you do not have at least one bar of stamina. Running can also be canceled in the backdash, but this requires an additional stamina bar on top of the one used when running. If you cancel a backdash run without having enough stamina to do so, the run will be canceled but the character will simply walk backwards.

Interactive

Interactive is an element of the map (scene) with which players can interact directly during the battle. Some interactives can only be used once, while others can be used many times during a fight. To use interactives, you must press R1 or 1 + 2 when your character is in the interactive area.

Remember that some interactives can only be used in the air. All interactives are lockable and can be used with one meter (this adds armor at runtime). Also, each use of interactive requires stamina.

Breaker

Breaker. Using a breaker allows you to get out of the situation when the enemy makes a combo. While performing a combo, hold Forward+Block to use the breaker. This will stop the opponent's combo and avoid damage. In any case, use the Breaker wisely - it requires 2 meters of Super Gauge and a full Stamina Gauge.

Cool Down . After a successful breaker, stamina is in a "Cool Down" state. This means that it must take 4 seconds before it starts to replenish. At the same time, the restoration of stamina is much slower than the restoration of the entire scale of stamina after normal actions (for example, after running).

Unbreakable attack. Some attacks cannot be interrupted by a breaker. Such attacks include, for example, projectiles, XRay attacks - they give guaranteed damage that cannot be avoided.

Breaker on the block. You can make a breaker while blocking the opponent's series to avoid a guaranteed death from chipdamage. To enter a breaker on the block, you must press or hold the Forward + Change stance buttons. A block breaker requires the same as a regular breaker, 2 super bars and 2 stamina bars. After completing a breaker on a block, stamina is also in a cool down state.

Blocking

You block attacks by pressing the block button. There are several levels of attacks, each of which is blocked in a different way.

Blocking high attacks . High attacks can be blocked by simply holding the block button, whether standing or sitting. Even though the attack is high, holding the block in a sitting position makes it contact you. This is because holding the block raises your character's arms and/or head. You can crouch under your opponent's high attack without blocking, which will give you the opportunity to deal damage to your opponent after wif (missing) high blows. In any case, do not rush to sit down without a block, as a medium (mid) or low (low) attack can come on a hit.

Blocking medium (mid) attacks . The medium attack is also blocked by holding the block button, it doesn't matter if you are sitting or standing. Unlike high attacks, you can't just crouch to avoid medium attacks, you still have to press block.

Blocking overhead attacks. A variety of medium attacks is an overhead attack or a strike from above. An overhead strike, unlike a regular medium attack, cannot be blocked while sitting, such blows are only blocked while standing.

Blocking low (low) attacks. Low attack hits you on the bottom, as the name suggests. Such attacks can only be blocked by holding the block button in a sitting position.

Jump punch

Separately, it should be mentioned because for all characters this blow is mid or overhead, depending on the height at which it was made. If you execute it somewhere at the level of the nose of a standing opponent or below, then the blow becomes an overhead and, accordingly, will break through the lower block. If higher, then the blow will be mid. In practice, most likely only an overhead will fly into the sitting block, but the blow has such a property.

Wakeup

Gone are the days when wakeup attacks were invulnerable. Unlike MK9 and Injustice, MKX no longer has invincibility against wakeup attacks. There are situations when you need to block the opponent's attack on the wake. You can still enter a wakeup attack after a knockdown, but such an attack will not have invulnerable frames AT ALL. But this does not mean at all that you do not have options in this situation.

You can use an enhanced special attack with armor - using any special attack with armor on a wakeup lifts you off the ground. There are situations in which your special attack with armor is not fast enough to interrupt a few hits of the opponent or hit him after the poki (the opponent pokis and has time to block your attack). This is a rather rare situation. Plus, each character has at least one variation with an enhanced special move that is fast enough for a wake-up attack that will make your opponent respect that option. Wakeup attack with armor will require you to have 1 super bar, which works much better than invul on wakeup attacks in MK9 and IGAU.

You can backdash as a wakeup attack - you no longer need to fully get back up to your feet before backdashing like IGAU. In MKH, you can backdash as a wakeup attack and get away from the onslaught as quickly as if you were using a special move.

Roll - pressing any direction or button at the moment of contact with the ground allows you to roll. During the roll, you can still make a wakeup attack or a backdash.

ground tracking - By holding the down button for a short period or as long as the game allows you to lie down after a knockdown, you remain in the prone position. This will help you remain invulnerable to all enemy attacks with the exception of a few special power-up moves (usually power-up strikes that hit the ground).

However, lying on the ground does not allow you to make a wakeup attack or backdash, this will become possible only after the character is completely up from the ground. You also won't be able to roll if you choose to lie down on the ground, unlike in MK9.

Heavy knockdown - the state of the character, which is achieved only by certain attacks of the opponent. The peculiarity of this state is that it prevents you from making a roll as a wakeup. However, you still have other wakeup attack options in your arsenal (armor special move, backdash, tracking).

Wakeup throw - now you can also do a throw as a wakeup attack. This allows you to get to your feet and throw the enemy faster than waiting until the character is fully up and only then make a throw, as was the case in MK9. To perform a wakeup throw, you must enter it in the same time period in which you would enter a special. receive or backdesh.

Powerful moves and moves that use the super bar

Enhanced moves (ex-specials/Ex-Special) are enhanced versions of special attacks. All empowered attacks are entered in the same way as normal special moves + the block button.

Moves that use the Super Gauge are also Power Moves. The difference is that the block button is pressed during the strike, or after the strike has been blocked or hit.

XRay is the highest damage super hit that every character in the game has. XRay is done by pressing L2+R2 or Block+3+4. XRay kick requires 3 bars of super (meter scale). Every XRay in the game has multi-hit armor.

Armor and Armor break

Armor - certain enhanced attacks have armor for one hit. This means that an attack with armor continues if the opponent managed to land one hit during its execution. In this case, damage from the attack of the enemy will be received.

Armor break - there are 2 types of armor break in the MKH. These are, firstly, XRay attacks, which are designed to interrupt any attack with armor, and, secondly, attacks with several quick hits. Several quick hits break through moves with 1 hit armor, as 2 or more hits hit the opponent while he performs a special. reception.

Exiting a Block with Reversals and Normals

After blocking enemy attacks in MKH, the character is still in the block animation (blockstun). There are two ways to break in with your attack (special or normal).

Reversal - a special move is introduced as soon as the enemy's attack was blocked and becomes a reversal. This means that the special move will be executed on the first possible frame after exiting the block. Reversals allow you to use a special move to exit a block animation after blocking an attack faster than you can with a normal. You can use backdash or throw as reversals.

Exiting a block with a normal - takes at least one frame to exit the block. This means that even if you enter an 8 frame normal on the first frame after you exit the block, the attack will only follow 9 frames later.

Advantage

Blocking in HIC changes your approach to framedata as it takes 1 frame to get out of the block and start attacking from normal. With reversals, it's different because you're doing the move in the first possible frame. If you look at a particular attack's framedata and it says 0 on block, that means 0 and +1 at the same time.

How is this possible? If you blocked a neutral attack and use a 6-frame special. take as a reversal while the opponent uses a 6-frame d1 to check you, the attacks are traded. This is because the special technique is performed on the first possible frame.

If you block a neutral attack and both (and your opponent) use d1, then your d1 loses. This is due to spending an extra frame to exit the block animation with the normal. So your 6 frame d1 becomes 7 frames. Because of this, 0 becomes +1, +1 becomes +2, and so on. But remember that this is only possible in the case of a normal after the block.

Panish

There are two ways to panish an opponent. You can use either reversal or normal. The first thing to keep in mind when trying to find what may or may not be penalized is that there is no justframe panish because the opponent can block an attack in the last frame before the neutral stance.

Reversal Punishment - Because there is no justframe panish, you cannot punish an attack that gives -10 on block with a 10-frame special move - the opponent will block it. You need to find a reverse with a startup of 9 frames or less. In general, it is necessary to use a technique that is at least 1 frame faster than the opponent's minus.

Panish with normals - unlike panish with reversal, the normal starts executing 1 frame after the exit from the block. So if you blocked an attack with -10 on block and you try to panish your opponent with a 9 frame normal, then 9 frames will turn into 10 and the opponent will block the attack. In general, to punish an opponent's strike, you need to use normals that are at least 2 frames faster than the opponent's minus.

throws

Regular throws are a universal tool that every character has. To perform a throw, you need to press L1 or 1 + 3. The result will be the throw of the opponent back, a change of position. A forward throw is also available. To do this, press Forward+L1 or Forward+1+3. Startup of all standard rolls - 10 frames, attack level - high, unblockable, do not allow the opponent to roll on the wake. Since high punches hit sitting ones in a block, you can’t crouch with a block from a throw. To dodge the throw, you must sit without a block.

Since the throws are unblockable, you can break them. The standard throw is broken by pressing the button 1 or 3, the forward throw is broken by 2 or 4. When the throw is broken, you still take 2% damage. To break the throw, the button must be pressed at the moment of capture. It is impossible to break the throw while holding the block. You can throw your opponent in the air during the juggle, but it is possible to break the throw in such a situation. Throws can also be used as reversals and cannot be broken while the opponent is not in neutral.

Super Throw - performed by pressing the block button after you have grabbed your opponent with your normal throw or forward throw. The technique leaves the opponent standing, gives you a big advantage. Such a throw requires one bar of super, and also possibly sacrifices damage from the throw in excess of the original 2% (in case of a break).

Team Throws - a special kind of throws that require the input of several directions and buttons. These rolls are unblockable and only a few characters have them. Team Throws cannot be broken, blocked, in most cases they are medium attacks and they do not give the opponent the opportunity to roll on the wake.

Air throws are a special type of throw that is only possible if the opponent is in the air. Only some characters have air throws, they cannot be broken. Also, an air throw does not allow the opponent to roll on the wake.

Immunity to projectiles

Projectile immunity comes from special properties that allow your attack to pass while your opponent's projectile is destroyed.

Immunity to Throws

Throw immunity comes from the special ability of certain attacks to evade throws, usually at the start of an attack. This means that your opponent's throw can be interrupted by your attack. Command rolls have more active frames, so it can trigger after your throw immunity frames have gone. This allows you to use command rolls to penalize almost all throw immune attacks.

Click on a fighter's image to navigate to their punches and moves

Description of movements

Below is the standard keyboard layout in the computer version Mortal Kombat X. In accordance with it, the rest of the article is written.

Each of the heroes has their own unique set of basic attacks, combos, special attacks and finishing moves. Besides, in In Mortal Kombat X, each character has three fighting styles with a different set of special moves.

Techniques, special moves, combos, fatalities and brutalities

The simplest set of attacks is called Basic Attacks. As a rule, these are the simplest tricks aimed at quickly causing minimal damage to the enemy. Normal attacks are combined in "combos" (Kombo Attacks). Techniques from this group allow your character to quickly carry out a bunch of several very painful attacks, causing significant damage to the opponent.

Special techniques (Special Attacks) are techniques unique to each fighter that give a huge advantage on the battlefield when used skillfully. Possession of them is vital for defeating experienced opponents. In addition, each of the characters presented in the game has three unique combat techniques - "Standard techniques" or "Variations" (Variations). Proper use of their advantages more than once will help you get out of a deadly brawl unharmed.

The most powerful special attack, as in Mortal Kombat 9 is X-Ray Move. By using it at the right time, you can not only significantly increase the chances of winning, but also turn the outcome of the battle in your favor.

Having gained an unconditional victory over the enemy, the character can brutally finish him off by performing a Fatality. Another type of finishing move is called Brutality. For their implementation, as a rule, it is necessary to fulfill a number of conditions during the battle. Depending on the character, these conditions may vary, and you can find out exactly what needs to be done to apply a particularly cruel execution from the pause menu.

Note: all combinations are given taking into account that the character is on the left side of the screen.

CASSIE CAGE / CASSIE CAGE

Cassie Cage is a new character for the series, making her debut in Mortal Kombat X. Cassandra is the daughter of Sonya Blade and Johnny Cage. Her fighting style and demeanor on the battlefield are a mixture of her parents' styles.

Back Strike: I
Cunning Sweep: A+L
Elbow Smash: A+J
Front Jab: J
Heel Plunge:D+K
jump back: Kick W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Critical Knee:D+L
Low Heel: S+K
Low Jab: S+J
low poke: S+L
Neutral Jump Kick: W, K
Neutral Jump Punch: W, J
Roundhouse:L
Step Sidekick: K
Superman: D, I
Throw (Away):U
Throw (Towards):D+U
Tonfa Strike: A+I
upper cut: S+I

Kombo (Kombo Attacks)

Caged Rage: A + I, J, I or S + J + I
ugly stick: D + I, J, J
Active Duty: A + J, I, L
Around We Go: I, O, I
Assault Phase: I, O
Attack pattern: D + I, L
Blood Splat: K, K, J
blood stain: K
By All Means: J, I, J
Don't Blink: I, J, I
fancy footwork: D, K, K
hard sell: A, J, I
Kick Abuse: S, D + J
Play Time: D + I, J
rise up: K, K, I
Rockin': J, J
Rollin': J, J, I
Shifting Fire: A + I, J, I
Slap Back: I, J
Sneak Preview: J, I, K
Street Smart: D + L, L
turn left: J, I
upper hand: J, I, A + L

Akimbo: A, D + J + ;
Getaway Flip: S, A+I
Glow Kick: A, D + L
single shot: A, D + J
X Ray: Testi-Kill: P + ;

Style A Moves (Spec Ops)

The American Way: S, A+J
Air Assault (Medium): S, S + J

B style tricks (Hollywood/Hollywood)

Air Akimbo: W, A, D + J
Assault Force: D + K, L
Caged Heat: I, J, W + L
Nutcracker: A, S+J

C Style Moves (Brawler / Brawler)

Air Power Slam: W, S + U
Bow Breaker: S, A, D + I
Severance package: D+I, J+K
take down: A, D+K

Brutality: Between The Eye: A, D, J
Fatality: Bubble Head: D, S, A, D, J
Fatality: Selfie: S, D, S, A, L

D "VORAH / DI" VORA

The disgusting and insidious Di "Vora is a representative of the kitinn race - insect people. In Mortal Kombat X, she acts on the side of the "bad guys" and makes friends with Shinnok, Quan Chi and Kotal Kahn.

Back Swipe: I
Hop kick: A+K
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
lady bug: W+K
Low Claw: A+J
Low Ovipos Swipe: S+L
low poke: S+J
Neutral Jump Kick: W, K
Neutral Jump Punch: W, J
Overhead Heel:D+K
Ovipos Poke: S+K
Ovipos Strike:D+I
Reaching Jab: J
Rising Wing: A+I
Roundhouse:L
Snap Kick: K
Sneaky Rush:D+J
Spin Kick:D+L
Throw:U

Kombo (Kombo Attacks)

Annihilate: A + I, J
Bad Tempered: D + J, J
Contamination: D + L, L
Corruption: D + I, I
dragonfly: A + J, I
Fatal attraction: D + K, L, J + K
final light: I, J, I
firebug: I, J, W+K
grass hopper: J, J, K
little prick: J, J, I
Outbreak: D + L, I
pestilence: D + K, L
Plague Bearer: I, J
Pterothorax: D + J, J, I
The Scourge: D+I, I, L

Special Moves

Backward Air Throw: W, S+U, A
Forward Air Throw: W, S + U
Ovipositor Charge: S, A + L
Spawning Puddle: S, A+J
X Ray: Stick Around: P + ;

A Style Moves (Venomous / Poison)

bug burst: S, D + J
Poison Ovipositor Charge: S, A + L

B Style Moves (Brood Mother)

bug blast: S, D + J
Krawler: S, D + K

Style C moves (Swarm Queen)

Vortex Swarm: S, A+J
Wasp Grenade: S, D + J

Finishing Moves

Brutality: Acid Burn: S, D + J + ;
Brutality: Bug Zapper: S, A + J + ;
Brutality: Fly Swatter: W, S+U, A
Brutality: Incubate: U+K
Brutality: Migraine: S, A, L

ERMAC / ERMAK

Ermak is a warrior created from many souls who perceive themselves as one person. He has very strong telekinetic skills, as well as the ability to manipulate living beings. In addition, Ermak can teleport, which regularly creates inconvenience for his enemies on the battlefield.

Basic Attacks

Ankle Snap: A+K
Arc Kick: S+L
Chin Snap: K
Crown Breaker:D+L
Crushing Fist:D+I
High Kick:D+K
Hinge Kick:L
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Low Jab: S+J
Lunge Slap: A+J
side kick: S+K
The Risen: S+I
spirit sweep: A+L
Throw:U

Kombo (Kombo Attacks)

Anguish: K, L
Certain Death: D + I, J, S + I
Disoriented: A + I, L + K
experiment: D + I, J, I
Fusion: J, J, I
Hurting: D + K, L
Inner Misery: A + K, I, J
Lifeless: J, J
Limited Grief: D + L, K
Nether Pain: A + J, I
Psychic Strikes: A + J, I, L
Surrender: I, I
Torment: A + K, I
Tortured Souls: D+I, S+I
Unstoppable Force: A + I, L + K, J, I
Wretchedness: A + K, L

Special Moves

Air Soul Burst: W, S, A+I
air teleport: W, S, A + L
force lift: S, A+J
Hover: S, S, W
soul burst: S, A, I
Teleport: S, A, L
Up Soul Burst: S, A+I, W
X Ray: We are Many:P+U

Style A (Spectral)

Soul Accession: S, S, W
Soul charge: A, D + I

B Style Moves (Mystic)

Telechoke: A, D + I
tele-hang: S, A+J

C Style Moves (Master of Souls)

Air Soul Ball: W, A, D + I
Disappear: S, A+K
soul ball: A, D + I

Finishing Moves

Brutality: Controlled Chaos: A, D + I
Brutality: Gluttony: S, A + J + ;
Brutality: Nether Force: W, S, A + L + ;
Brutality: Soul Eater: A, D + J
Brutality: We Win: S, A+J
Fatality: Head Out: D, S, S, W
Fatality: Inner Workings: S, W, A

ERRON BLACK / ERRON BLACK

Outwardly, Erron Black looks very much like a classic cowboy from the Wild West. AT Mortal Kombat X hero is a mercenary in the service of Outworld Emperor Kotal Kahn. In combat, Erron is a formidable opponent, as he is able to skillfully combine melee attacks using his trusty revolver.

Basic Attacks

boot drop:D+L
hard hook: I
high boot:L
Hop kick: S+K
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Low Kut: S+J
Pistol Trip: A+L
Pistol Whip:D+J
push off:D+I
Quick Boot:D+K
Quick Kick: K
Quick Snap: A+I
Rising Hook: A+J
Saddle Strike: S+L
Spur Punch: S+I
Shin Kicker: A+K
Throw:U

Kombo (Kombo Attacks)

Abandoned: J, J, A+K
Above Snakes: D+J, K, I
Ace High: A + K, K
Ash Hopper: A + K, K, L
Badlands: J, J
Bluff: D + J, K
Deal In Lead: A + K, I, W + J
Dirty Move: A + J, I
Dry Gulch: A + J, I, S + J
firefly: D + I, L, I
Flush: D + J, I
gunfighter: A + K, I
High Noon: K, I
Jawing: D + J, I, I
put 'em up: I, J, J, I, I
peacemaker: D + I, L
Widow Maker: J, I, J
Wrangler: J, J, I

Special Moves

Sand Grenade: A, D+K
Caltrops: S, A+K
Sand Gust: S, A + L
Sand Slide: A, D + l
Sand Trap: S, A, D + I
X Ray: Trick Shot: P + ;

A Style Moves (Marksman/Sniper)

long shot: S, D + J
swing shot: S, A+I
Unload: S, A+J

B Style Moves (Gunslinger / Gunslinger)

money shot: S, D + J
stand off: S, A+J

C Style Moves (Outlaw)

double poke: A + I, J, J
Killing Time: D + I, I
Sand Toss: S, A + L
Simple Plunder:D + I, I, I
Tarkatan Poke: A + I, J
Tarkatan Stab: S ,D + I
Tarkatan Strike: D+K, I+L

Finishing Moves

Fatality: Sand Storm: S, A, D, S, J
Fatality: Six Shooter: A, D, A, D, I
Brutality: Quick Draw: S, A + J, L
Brutality: Serenity: S, A, D + I
Brutality: Swing Low: S, A+I
Brutality: Sword In The Stone: S, D + I
Brutality: Tunnel Vision: U or J + K

FERRA AND TORR / FERRA AND TOR

Ferra and Torr are a dual character who is the bodyguard of Kotal Kahn. The cunning dwarf Ferra commands a huge warrior named Torr, sitting on his shoulders. Torr himself, in turn, is not averse to periodically using his girlfriend as a weapon.

Basic Attacks

Cross Strike: A+J
Crushing Knees:D+K
Ferra Trip: A+L
Giant Stomp: A+K
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Kaber Toss:D+I
Knee Breaker: S+K
Neutral Jump Kick: W+K
Rising leg:D+L
Straight Pain: S+L
Throw:U
Turnaround Boot:l

Kombo (Kombo Attacks)

Air Dash: L, I + L
Big Hurt: I, D + L
Mammoth: J, J, J
Mountainous: J, J, I+L
One For The Team: A+K, I+L
play thing: A + J, I
Teamwork: A + I, K
Torr Apart: A + J, I, J
Torrific: D + K, I
Tremendous: I, A + L
Two Of A Kind: A + I, K, I + L
Unstoppable Force: A + J, I, J, I

Special Moves

bowl girl: A, D + I
Ferra Toss: S, A+I
Tuck "n" charge: A, D+K
Tuck "n" Trample: A, D + K + ;
X Ray: Bone Crusher: P + ;

Style A techniques (Lackey / Lackey)

Back Breaker: S, A, D + J
boulder roll: A, D + I
Crouching Jab: S+J
Double Boulder Roll: A, D + I + ;
Enormous Swing: J, J, I+L
Giant Fist: A+I
Goliath Peak: L, I + L
jumbo sweep: A+L
Massive attack: A + I, K
On The Ball: A + I, K, I + L
step aside: A+K, I+L
Torr Charge: A, D+K
Torr Up: S, A+I

B Style Moves (Ruthless)

Deep Stab: S, A, D + J
Pain And Gain: S, S + J

C Style Moves (Vicious)

Boss Toss: A, D + L
little cutter: S, A, D + J

Finishing Moves

Brutality: Trample: A, D+K
Fatality: Better Than One: D, A, D, A, K

GORO

Our old friend Goro, who appeared in the very first game of the series as a mini-boss, also returned to Mortal Kombat X. The fighter is available to players who are not too lazy to pre-order the game. Goro himself has not changed much. The character is still incredibly strong and can easily snap an enemy in half using his two pairs of giant arms.

Basic Attacks

brutal kick:D+L
double slap:D+I
Dragon Cut: S+I
face breaker: J
fast toe: K
Foot Smash: A+K
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
J ump Front Punch: W, J
Low Knuckles: S+J
low side: S+K
Low Sweep: A+L
Lunge Kick:D+K
rise up: W+J
push kick:L
Quick Hinge: S+L
Shokan Hook: I
Throw:U
Upward Fists: W+I
wind back: A+I

Kombo (Kombo Attacks)

Barbarian Blow: A + J, I, W + I
Blood and Thunder: A + J, I, J
Diabolical End: D + I, J, L
Durak Push: D + I, J, I + L
Fists of Fury: J, I, J
Gongoro: J, I
Gorbak Swing: D + I, J
Grand Champion: J, J, I
Half Dragon: J, J
human blood: J, I, J, I
Prince of Pain: I, J
Shokan Prince: A + J, I
Titan Krush: I, J, L
Undefeated: K, S+K
unfair advantage: D+I, J, A+I

Special Moves

Stomp: S, W
Punch Walk: A, D + L
Shokan Bolt: A, D + J
Shokan Grab: S, A, D + K
X-Ray: Spine Adjustment: P + ;

Style A Moves (Tigrar Fury)

Close Ground Fire: S, A + L
dragon breath: A, D + I
Far Ground Fire: S, D + L
Flame Ball: A, D + J

B Style Moves (Kuatan Warrior)

Chest Lunge: A, D + I
Quake: S, S + L

C Style Moves (Dragon Fangs)

Bruiser: I, J, I
Fang Spin: S, A+I
Shokan Stabs: S, A, D + K
Shokan Trip: A, S + I

Finishing Moves

Brutality: Chest Bump: A, D + I
Brutality: Krush: S, W + ;
Brutality: Shokan Flame: A, D + I + ;
Brutality: Speed ​​Bag: S, A, D + K
Brutality: Tail Spin: S, A + I + ;
Fatality: Peek-A-Boo: A, D, S, L
Fatality: Shokan Amputation: A, S, S, W

JACQUI BRIGGS / JACQUI BRIGGS

Jackie Briggs is the daughter of Jax Briggs and Vera, and the true friend of Cassie Cage. In battle, she actively uses charged gauntlets and different types weapons depending on the chosen combat style.

Basic Attacks

deep sweep: S+L
Downward Hammer: A+I
Fast Knees:L
Helicopter: A+L
Hop kick:D+L
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Low Heel: S+K
Light Kut: A+J
low metal: S+J
Rising Steel: S+I
Roundhouse:D+K
Sledge Fist:D+J
side boot: K
Spec Hook: I
steel toe: A+K
Throw:U
Turnaround Punch:D+I

Kombo (Kombo Attacks)

Artillery: I, K, K
Bouncing Betty: J, I, J, I
Buck Up: I, K, K, L
Cranked: A + J, I
Danger Zone: I, J
dog Tags: K
Fully United: I, J, I
Gunner: A + K, L
hawkeye: A + J, L, I
Jacqui's Justice: A + K, K
operational: J, I
Quick Steel: J, J
red team: D + J, I
snake eater: I, K
tank: J, I, J
Trained Killer: J, J, L
war ship: D+I, W+I, I+L

Special Moves

Air Ground Smash: W, S, S + L
Bionic Dash: A, D + I
Force Rush: A, D + J
Gauntlet Strike: A, D + L
tech shield: S, A+J
X Ray: Chest Kavity: P + ;

Style A (High Tech)

Gauntlet Spark: S, A+I
Quick Burst: S, D + I

B Style Moves (Shotgun/Shotgun)

back shot: D + J, I, I + L
low blow: S, A+I
single barrel: S, D + I

C Style Techniques (Full Auto)

Hand Cannon: S, D + I
Low Rocket: S, A+K
Up Rocket: S, A+I

Finishing Moves

Brutality: Mind Blown: A, D + I + ;
Fatality: Blown Out: A, D, A, D, I
Fatality: Fist Pump: D, S, A, L

JAX / JAX

Jax is a former member of the Special Forces who lost his arms in a fight with Yermak. After that, his upper limbs were replaced with mechanical prostheses. Jax is very strong and well trained, his main feature is the ability to carry out extremely effective throws and grabs.

Basic Attacks

Ankle Breaker: S+K
Downward Hammer: A+J
flick kick: S+L
Flying Knees:D+L
Foot Smash: A+K
Gur Knee:D+K
Head Slammer: A+I
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Knee Jab: S+J
Quick Trip: A+L
Spinning Boot:L
steel toe: K
Throw:U
upper muscle: S+I
Upward Punch:D+I

Kombo (Kombo Attacks)

Active Duty: J, I
Advance Force: J, I, L
air raid: D + I, J
All Out Assault: K, D + L
Armed Forces: K, A+I
boot camp: J, J
Chain of Command: J, I, S + K
Code of Conduct: J, I, A + L
Elite Smash: A + J, K
ground control: I, K, I
field grade: J, I, K
Major Force: J, J, J
Majority Rules: A + J, I
Outranked: A + J, I, J
The Briggs: S+J, S+I
Warfighter: A+K, S+I
W.M.D: A + K, L

Special Moves

Dash Punch: A, D + I
Downward Dash Punch: A, D + I, S
energy wave: S, A+I
gotcha grab: S, A+J
Ground Pound: S, S + L
Major Pain: A, D + L
X Ray: Bring It: P + ;

A Style Moves (Wrestler)

Back Breaker: W, S + U
Quad Grab Away: S, A, D + J, A
Quad Grab Towards: S, A, D + J

B Style Moves (Heavy Weapons)

L.A.W. Rocket: S, A+I
machine gun: A, D+K
Up Machine Gun: S, A+K

C Style Techniques (Pumped Up)

Air Drill Slam: W, S, S + L
Ground Tremor: S, S + L
super gotcha: S, A+J

Finishing Moves

Brutality: Sledge Hammer: A, D, I, S
Fatality: Jack the Ribber: S, A, D, D
Fatality: T-Wrecks: D, A, S, I

JOHNNY CAGE / JOHNNY CAGE

Frivolous and self-satisfied, Johnny Cage never had a serious approach to life, which, however, did not prevent him from being an excellent fighter. Johnny is a very agile guy, capable of temporarily accelerating for greater attack efficiency and releasing energy balls from his hands that cause terrible injuries to opponents.

Basic Attacks

Ax Kick:D+L
Dizzy Knee:D+K
flick kick: A+K
Hammer Fist:D+I
High Kick:L
Low Kick: S+K
low poke: S+J
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
strong hand: A+I
Palm Strike: I
straight punch: J
Snap Kick: K
Stylin' Sweep: A+L
Throw:U
Turnaround Heel: S+L
Upper Kut: S+I

Kombo (Kombo Attacks)

Almost Famous: J, I
big name: K, K, K
cliffhanger: D + I, L, L
Cross cutting: J, I, J
Director's Kut: A + K, L
fade out: A + K, L ,K
Kameo: D + K, L
money shot: D + I, L
Silent But Deadly: I, J
Outtake: J, J
take two: I, J, L
widescreen: J, J, L
That's The Ticket: K

Special Moves

high forceball: S, A+I
Low forceball: S, D + I
Nut Punch: A, S+K
Shadow Kick: A, D + L
Ultra Flip Kick: S, A + L + ;

A-style moves (A-List / VIP)

Flashy Shadow Kick: A, D + L
Nut Breaker: A, S+K
Rising Kick: S, A + L

B style tricks (Fisticuffs / On Cams)

fist bump: A, D + J
flip kick: S, A + L
hard hit: A+J
Speed ​​Bag: A + J, I, J
The One-Two: A + J, I

C Style Moves (Stunt Double)

Entertainer: D + K, L
Fatal Strike: J, I, J
force punch: A+I
Mimic: S, A + L
Rising Shadow: S, A+J
Straight Forceball: S, A+I

Finishing Moves

Brutality: Eye Popping: A, S+K
Fatality: Here's Johnny: A, D, A, D + J
Fatality: Little Improv: D, A, D, D

KANO / KANO

A member of the Black Dragon clan, an arms dealer and a ruthless mercenary, Kano has always been a scoundrel and a scoundrel. Being a specialist in the field of hand-to-hand combat, Kano uses sharp knives in combat with which he deftly destroys even the most dangerous opponents.

Basic Attacks

back fist: I
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Lifting Knees:D+L
Low Kick: S+K
low spike: S+J
Neutral Jump Punch: W+J
Quick Jab: J
Pointy Uppercut: S+I
Shin Strike: A+K
side kick:L
Snap Boot:D+K
Sweep: A+L
Throw:U
Toe Kick: S+L

Kombo (Kombo Attacks)

Be Back: I, D + L
Getting Ahead: A + K, J
Kombat Boots: K, I
Mean Machine: A + K, J, I
mischievous: J, J
No Escape: D + K, K
Villainous: J, J, I

Special Moves

Blade Throw: S, D + I
Kano Ball: A, D+K
air ball: W, A, D + K
up ball: S, A+I
X Ray: Lacerater: P + ;

A Style Moves (Commando)

Choke: S, D + J
High Counter: S, A+J
Low Counter: S, A+K
power slam: S, D, A + L
Rib Strike: S, A, D + L
Wood Chipper: K, I, J + K

B Style Moves (Cutthroat / Cutthroat)

power up: S, S+K
Attitude Problem: D + I, J, I
blade slice: S, A+J
Bloodthirsty: A + J, I, J
charge up: S, S + K + ;
Pay Attention: D + I, J
Sneaky Blade: A+J
Terminated:D+I
Troublesome: A + J, I

C Style Techniques (Cybernetic)

big boom: D+K, I+L
black market: A + I, K, J + K
burner: D+K, J+K
ear to ear: A + J, K, J + K
eyeburst: S, A+J
Gut Blast: A + I, K, I + L
Knife Toss: S, D + I
power plants: A+I
Stomach Ache: A + J, K, I + L
Teacherous: A + I, K
Upward Laser: S, A+K

Finishing Moves

Brutality: Ballin': W, A, D + K;
Brutality: Glaring Light: S, A + K;
Brutality: Just The Tip: S, A+J
Brutality: Pop Off: S, D + J
Brutality: Wham Bam: S, D, A + L
Fatality: Head Case: S, D, S, A, K
Fatality: Knife To Meet You: S, S, D, J

KENSHI / KENSHI / KENSHI

The blind warrior Kenshi relies on his highly developed senses of hearing and touch to fight, allowing him to emerge victorious from any fight. In battles with opponents, he is also helped by a razor-sharp sword and telekinetic abilities.

Basic Attacks

Double Palm Strike: A+I
double slap: A+J
face slap:D+I
high boot:D+K
high chop: I
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Light Sweep: A+L
Low Punch: S+J
Rising Fist: S+I
Roundhouse:D+L
side kick: K
Snap Kick:L
straight kick: S+K
stun strike: S+L
Throw:U

Kombo (Kombo Attacks)

Absentminded: I, J, J, I+L
Blind Fury: K, I, J
Blind Justice: J, J, J
Blind Sided: I, J
Blind Swordsman: K, I, I, K
brain power: I, I
Deep connection: L, I, J, D + I
Farsighted: K, I, I, L
Forgotten Warrior: L, L
gray matter: K, I
height senses: L, S + L
off balance: J, J, L
Shortsighted: I, J, I
Soulblade: D + K, I
Split ends: L, I, J
Stolen Soul: I, J, J
Telekinetic Rush: J, J

Special Moves

Blade Reflect: S, A+I
X Ray: Way of the Blade: P + ;

Style A (Kenjutsu)

downward kut: K, I, I
head splitter:D+I
Inner Strength: J
Leaping Sword: A+I
Quick Slice: K, J
Rising Sword: S, A+J
Spinning Blade: S, D + J
Spinning Slash: K, J, J
Sword Kiss: J, J
Telepush: A, D + I
Tele-Slam: S, A + L
TeleToss: A, D+K
Upward Slice: K, I

B Style Moves (Balanced)

Rising Karma: S, A+J
spirit push: A, D + I
Tele Flurry: A, D+K
Telekinetic Slice: S, A + L

C Style Moves (Possessed)

Demon Assault: A, D+K
Demon Beam: S, A+I
Demonic Strike: S, D + L
Demon Slam: S, A + L
Sickle Lift: S, A+J
soul push: A, D + I
Spinning Hell:D+L

Finishing Moves

Brutality: Brutal Kick: I, I, L
Brutality: Demon Slice: S, A+K
Brutality: Instant Karma: A, D + I + ;
Brutality: Leg Up: A, D+K
Brutality: Used Up: U or J + K
Fatality: My Puppe: D, S, A, W
Fatality: Telecopter: A, D ,A, A

KITANA / KITANA

The charming princess Kitana uses steel fans in battle, which can serve as both throwing weapons and melee weapons. With their help, the girl is able to lift enemies into the air and carry out crushing attacks. In addition, Kitana fights well with her legs, which makes her a very dangerous fighter at close range. In the "Mournful" variation, she uses a staff and Jade's moves.

Basic Attacks

Butterfly: W+I
Jump Front Kick: W, K
Jump Front Punch: W, J
Knee Buckle: S+K
Punishing Poke: S+J
back slash:D+J
fan out: A+I
Fan Swipe:D+I
Full Spin: S+L
Jump Back Kick: W, L
Jump Back Punch: W, I
Quick Chop: I
Reverse Heel:D+L
royal hand: A+J
Spinning Slash: S+I
Throw:U
Whiplash:D+K

Kombo (Kombo Attacks)

Deception: K, S + L
Noble Kicks: D + K, K
Charging Blow: A + J, I, I
Cunning Sting: A + J, L, K
Dignified: D + I, I, W + L
Fan-Tastic: I, J, I
Finding Truth: D + J, J, I
Gut Gash: D + I, I
Mesmerizing: D + K, K, I
Regal Assault: W + I, L
Searching For Truth: D + K, K, L
Double Strike: J, J
Learn Respect: D + J, J
Majestic: A + J, L
Rightful Heir: D + L, K
rising power: J, J, J
Royal Lunge: A + J, I

Special Moves

Fan Throw: S, D + J
Rising fan: S, A+I
Throat Slice: A, D+K
Upraise: S, A+J
Air float: W, S, A+I

Style A (Mournful)

Glaive Throw: S, D + J
Shadow Kick: S, D + L
staff grab: S, A+K

B Style Moves (Royal Storm)

square boost: S, A+K
bounce back: S, A + L
fan-nado: S, A+J
Edenian Dance: I, L

C Style Moves (Assassin)

Princess Parry: S, A + L
Assassin Strike: S, A+K
Sharpen: S, D + L

Finishing Moves

Fatality: Dark Fan Tasy: S, D, A, D, I
Brutality: Off The Top: A, D+K
Fatality: Splitting Hairs: A, D, S, S

KOTAL KAHN

Kotal Kan is a powerful warrior who looks like an Aztec. Outworld Emperor. A strong and dangerous fighter, often using a variety of totems in battle.

Basic Attacks

2 Fist uppercut: S+I
Big leg:D+L
crescent moon: A+K
Elbow Drop: A+I
face smash:L
god sweep: A+L
Hook Punch: J
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
low boot: S+K
low swipe: S+J
Low Toe Kick: S+L
Osh-Tekk Stomp:D+K
push kick: K
Rising Fist:D+I
Shoulder Charge:D+J
Slicing Fist: I
stepping elbow: A+J

Kombo (Kombo Attacks)

Coatl Strikes: I, J, I
Cuazquia: A + J, L
Impitzoyo: J, J
Mahtizquia: D + J, I
Mahuiztiquez: I, J
Melahuac: J, J, L
Metztli: A + J, I
soleil: I, A + I
Tenchalli Rush: D+J, A+I
Tlamanalo: D + K, L
Tlaneltocaz: A + K, I
Tonaltzintli: A + J, I, I

Special Moves

Air Takedown: S, D + J
Blood Offering: D, S, A + L
god ray: S, D + L
Mace Parry: S, D + I
Sunstone: S, D + K
X Ray: Sunburn: P + ;

Style A (Sun God)

Overhead Sword Strike: S, A+J
Sawblade: S, D + I
Sword Shake: S, A+K
Sword Sweep: S, A+I
Sword Toss: S, D + K

B Style Moves (Blood God)

Soul Scorch: D, S, A+J
Sun God Choke: S, A+I

C style tricks ( war god/ God of War)

Blood Totem: S, A+K
Crystal Totem: S, A+J
Obsidian Totem: S, A+I

Finishing Moves

Brutality: Kotally Awesome: S, D + L
Fatality: Be Mine!: S, A, D, J
Fatality: Tight Squeeze: D, A, D, A, I

KUNG JIN / KUNG JIN / KUNG JIN / KUNG JIN

Kun Jin is another newcomer who first appeared in Mortal Kombat X. He is Kung Lao's cousin and is on the side of good. His main weapon in battle is a bow, with which a fighter is able to inflict huge damage to his opponents.

Basic Attacks

Bo Sweep: S, A + L
Elbow Strike: I
extended reach: W+J
head breaker:D+I
head knock: J
Hinge Kick:D+K
Jump Back Kick: W, L
Jump Back Punch: W, I
Jump Front Kick: W, K
Jump Front Punch: W, J
Low Kick: S+K
low poke: A, J
Neutral Jump Kick: W+K
Neutral Jump Punch: W+J
Quick step: S+L
Rising Bo: S+I
Shaolin Sweep: A+L
side kick: K
Spin Kick:L
Staff Strike: S+J
step kick: A+K
step kick:D+L
Turnaround Strike: A+I
Throw:U

Kombo (Kombo Attacks)

Bo Lunge: I, I, J
chop chop: K, L
Cross Back: A + I, J
Cross Kick: D + I, L, K
downward flower: J, J, J
Heel Smash: A + J, L
Honorable Kata: D+I, S+J
Hook Strike: J, J
leg pass: D + I, L
low force: A + I, J, L
Rising Boot: I, L
slide kick: A + J, L, K
Snapping Chop: I, I
Traditional Ways: K, L, K
Szu: A + K, L
Trick Sweep: A + J, L, S + L

Special Moves

Air Dive Kick: W, S + L
Cartwheel Drop: S, A + L
Lunge Kick: A, D+K
Straight Arrow: S, D + I
Up Arrow: S, A+I
X Ray: Staff Infection: P + ;

Style A (Shaolin / Shaolin)

Blade Stab: I
Chakram: A, D + J
Double Strike: J, J, I
Inner Peace: A + J, I, K
Low Chakram: S, A+J
Rising monk: I, L
Sharp Teeth: I, I, J
side slice: I, I
Silent Thief: A + J, I
Up Kick: S, A+K

B Style Moves (Ancestral / Legacy)

Air Angle Arrow: W, S, A+I
Air Down Arrow: W, S, S + I
Air Straight Arrow: W, S, D + I
fire quiver: S, S + J
low shot: S, S + I
Stun Quiver: S, A+J
Vampiric Quiver: S, D + J

C Style Techniques (Bojutsu / Bojutsu)

Bo Flames: S, A+J
Bo Swat: A, D + L
Bo Swing: S, A+K
Low Bo Swing: A, S+K

Finishing Moves

Brutality: A Little Heart: S, D + I
Fatality: Pinned Down: D, A, S, S, J
Fatality: Target Practice: S, D, S, A, I

KUNG LAO / KUN LAO

Shaolin Monk Kung Lao is a very fast and agile fighter. His main weapon in fights is a wide-brimmed hat with pointed edges, which he can throw at any angle in order to injure the enemy as much as possible. In addition, Kung Lao can instantly teleport from one place to another.

Basic Attacks

Downward Hook:D+J
face smash:D+I
flip kick:D+L
Full Sweep: S+L
Hat slice: A+I
High Kick: K
Hinge Kick: A+K
Jump Back Kick: W+L
Jump Back Punch: W+I
Jump Front Kick: W+K
Jump Front Punch: W+J
Low Kick: S+K
Quick Chop: A+J
Rising Hat: S+I
Shaolin Punch: J
side kick:D+K
Spin Kick:L
Spinning hat: A+L
Throw:U

Kombo (Kombo Attacks)

Aggressive Tiger: A + K, I
Butterfly Kick: L, L
Chain Fist: J, J, I, J, I, L
Double Yang: D + I, J
Fist Fury: J, J, I, J, I
graceful cat: D + I, K
Healing Wind: I, J
heavy mountain: A + K, I, J
Iron Broom: A + J, I
Lead The Way: A + J, I, I + L
Razor Rim: A + I, I
twin lock: D + K, L
windy palm: J, J

Special Moves

Dive Kick: W, S + L
Spin: S, D + J
Teleport: S, W
X Ray: Head Trauma:P+;

Style A (Hat Trick)

Hat Throw: A, D + I
Hat Trap: S, D + I

B Style Moves (Tempest / Tempest)

Hat Spin: S, A+J
Hat Toss: A, D + I

C Style Moves (Buzz Saw / Chainsaw)

Hat Grinder: A, D + I
Low Grinder: S, A+I
Upward Grinder: S, D + I

Finishing Moves

Brutality: Open Wide:U
Fatality: Face Grind: S, A, S, D, L
Fatality: Flower Pot: S, D, S, A, J

LIU KANG

Liu Kang is one of the strongest warriors in the series Mortal Kombat. The character has incredible agility, which allows him to unleash very fast and deadly series of punches and kicks on enemies, and if this is not enough, Liu Kang can calmly fry the enemy with a fireball.

Basic Attacks

Ankle Snap: S+K
Back Kick: A+K
death strike: I
Dragon Fist: A+J
Dragon Hook:D+I
Hammer Kicks:D+L
Jump Back Punch: W, I
Jump Front Kick: W, K
Lotus Strike:L
Jump Front Punch: W, J
Low Tap:D+K
Quick Spin: S+L
Quick Strike:D+J
rising flower: S+I
Shaolin Heel: A+L
Straight Jab: S+J
Throw:U

Kombo (Kombo Attacks)

back down: I, A + I
Blazing Dragon: D + I, J, K
dragon dance: A + J, I
Dragon Seeks Path: J, J, K
Dragon's Fire: A + K, L
Final Roar: L, L
Harm Onious: D + J, I
Hidden Lotus: J, J
Jumping Tiger: D + I, J
Launching Fury: D + L, L, K
Immortal Dragon: D + L, L, L
Shaolin Spirit: I, I
snapping dragon: J, J, I
Tiger Strike: J, J, J
twin lotus: D + J, I, K

Special Moves

Bicycle Kick: D, A, D + L
Dragon's Roar: S, A+I
Flying Dragon Kick: A, D + I
X Ray: For The Shaolin:P+;

Style A (Dualist / Dualism)

Dark Metamorphosis: S, S + J
Light metamorphosis: S, S + J

B Style Moves (Flame Fist)

dragon parry: S, A+K
Fierce Tiger: L, L, I
Fireball: A, D + J
Lotus Fury: A + K, L, I
Shaolin Flame: S, S + J
windmill punch: D, A, D + L

C Style Techniques (Dragon's Fire / Dragon Fire)

Double Dragon Kick: A, D + I
dragon fire: A, D + J

Finishing Moves

Brutality: Hot Head: W, A, D + J
Fatality: Sore Throat: S, S, A, D, D
Fatality: Splitter: A, D, S, W

MILEENA / MILINA

Furious and violent, Milina is a clone of Kitana grown in a test tube. The bloodthirsty girl uses sai in battle and does not hesitate to use her teeth, biting the enemy and inflicting terrible wounds on him.

Basic Attacks

Ax Kick: K
Brutal Boot:L
cork screw: A+L
Crab step:D+L
high heel: W+K
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
low slash: S+J
Low Heel: S+L
Quick Scratch:D+I
Rising Claw: S+I
Rising Boots: A+K
Shin Cracker: S+K
Somersault Kick:D+K
Throw:U

Kombo (Kombo Attacks)

Beast or Beauty: D + L, L
Boot Lunge: D + J, L
Cartwheel: D + J, L, K
flip kick: J, I, L
half blood: D + K, L, L
Over The Top: D + K, L, K
Pounding Heel: A + K, L, K, L
Vicious: J, I, K
Stinger: D + K, L
Wrap Around: L, W + K
Spinning Heel: D + I, K, L

Special Moves

ball roll: A, S+L
Sai Blast: A, D + J
Tele-kick: S, S+K
X Ray: Let Us Dance:P+;

Style A Moves (Ravenous / Cougar)

High Pounce: S, A+K
Low Pounce: S, A + L
Quick Taste: A + J, I, J + K

B Style Moves (Piercing)

Chain Hands: D + J, I
Double Impale: D+J, I+L, J+K
Gut Stab: A + J, I
Knee Stab: A + I, J
Low Sai: A, D+K
Sadistic Ways: A + I, J, I + L
Sai Fan:D+J
Sai Onara: D+J, I+L
Sai Poke: A+J
Throat Piercing: A + J, I, J + K
Up Sai: A+I

C Style Moves (Ethereal)

Fade: S, S + I

Finishing Moves

Brutality: High Roller: A, S+L
Fatality: Face Feast: S, A, S, A, K
Fatality: Tasty Treat: D, A, D, A, I

QUAN CHI / KUAN QI / QUAN CHI / KUAN CHI

The necromancer Quan Chi is a powerful sorcerer and one of the main villains of the series. In combat, he often uses black magic. Quan Chi can teleport, throw skulls at enemies, and put opponents into a trance.

Basic Attacks

Demon Kick:L
Doom Punch: S+I
double chop:D+J
Down Slash: A+I
Downward Chop: I
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
Krushing Kick: A+K
low chop: S+J
Neutral Jump Kick: W+K
power punch:D+I
Spin Kick: S+L
straight kick: S+K
Throw:U
Up Slash: A+J

Kombo (Kombo Attacks)

afterlife: J, L
Annihilation: D + I, J, I
Darkness: J, I
Dark Sorcerer: D + L, S + L
Deceptive: I, J
Corruption: D + J, L
Cruel Intentions: A + K, I
Re-Animator: A + K, I, L
Pure Evil: D + J, L, I
Sinister: D + I, J, I, I
Torment: J, L, J

Special Moves

ground burst: S, A+J
Skull: S, A+I
Sky Drop: S, A + L
Trance: A, D+K
X Ray: Skull Krusher:P+;

A Style Moves (Summoner)

Demon Spawn: S, A+K

B Style Moves (Sorcerer/Sorcerer)

Black Magic: S, S + J
Dark Curse: S, S+K
final hex: S, S + I

C Style Moves (Warlock/Warlock)

Portal Grab: S, D + I
Portal Kick:D+K
Portal Slam: J, I, J + K
Portal Stab: S, D + I +;
Spellbinder: I, J, D + K

Finishing Moves

Brutality: Kurb Stomp: S, A + L +;
Fatality: Both Ends: S, D, A, D, I
Fatality: Mind Game: D, A, D, A, L

raiden / raiden / raiden

Raiden is the guardian of the Earthrealm, the god of thunder and lightning. The character can teleport and shoot bolts of lightning from his hands. As a powerful fighter, Raiden controls electricity and uses it to win fights.

Basic Attacks

chop: A+J
Hammer Fists: A+I
head swipe:D+J
Hop Heel Smash:D+L
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
Low Kick: S+K
low pulse: S+J
Quick Shock: I
Stepping Fist:D+I
Sweep: A+L
Throw:U

Kombo (Kombo Attacks)

Almighty: D + I, L
Distant Thunder: I, J, L
Forked Lightning: A + J, L
god fist: A + J, J
godlike: D + I, L, L
Kalm Storm: D+I, I+L
lightning storm: D + J, L
Might Of Mordulus: A + K, K
power discharge: A + J, J, J + K
Rolling Thunder: J, J
Spinning Spark: L, L
Sudden Energy: J, J, I
Supernatural: K, L
White lightning: I, J, K
white spark: I, J

Special Moves

Electric Fly: A, D+K
Electrocute: S, D + I
Lightning: S, A+J
Rising Thunder: S, A+K
Vicinity Blast: S, A+I
X Ray: Shock Therapy:P+;

Style A (Master of Storms)

Static Trap (above): S, S + L
Static Trap (behind): S, A + L
Static Trap (front): S, D + L

B Style Moves (Thunder God)

All Powerful: A + J, J, I
divine power: D + J, I, A + I
Elder Fury: A + K, I
flash storm: K, I + L
Heavenly Hands: J, J, I
Infinite Spirit: D + J, I
Lightning strike: A + J, J, I, I
Thunder Cloud: J, J, I, I
Violent Thunder: D+I, I+L

C Style Techniques (Displacer)

Teleport: S, W

Finishing Moves

Brutality: Super Shocker: S, D + I
Fatality: Bug Eyes (Close): D, A, D, J
Fatality: Conducting Rod: S, D, A, D, L

REPTILE / REPTILLE

The reptile behaves like a real animal in combat. Ruthless and cruel. The main feature of the character is the ability to become almost invisible, merging with the environment. A great danger to the opponent of the Reptile is acid, which the fighter loves to spit.

Basic Attacks

double down: A+K
Dragon Kick: K
Gecko Kick:L
Gut Crunch: S+L
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
Lizard Lunge:D+I
Low Heel: S+K
Quick Knee:D+L
Quick Scratch: S+J
Rising Claw: I
Saurian Cut: S+I
Slithering Slaps: A+I
Spinning Carnivore:D+K
Throw:U

Kombo (Kombo Attacks)

Amphibian Charge: D + I, J
bad blood: D + L, J
Carnivore Bash: I, J, I, L
cold blooded: J, I, K
Crawler: J, I
Deadly Venom: J, L
evolution: I, J, I
Hybrid Krush: I, J
Just hatched: J, L, J
Scaly Serpent: D+K, A+L
Slime Trail: D + L, J, I
Slithering Slam: D+I, J+K
Sneaky Snake: A + J, S + L
Swamp Slam: D+I, J, J+K
Toxic: A + K, L

Special Moves

Acid Spit: S, D + J
force ball: S, D + K
Klaw Pounce: S, A + L
Klaw Swipe: S, A+I
Reptilian Dash: A, D + I
Slide: A, D + L
Slow Force Ball: S, A+K
X Ray: Reptile Disfunction:P+;

Style A (Noxious)

Poison gas: S, S+K

B Style Moves (Deceptive / Imaginary)

Stealth: S, S+K

C Style Moves (Nimble/Nimble)

Basilisk: S, S+K

Finishing Moves

Brutality: Acid Wash: S, D + J
Fatality: Acid Bath: S, S, A, D, J
Fatality: Bad Breath: S, D, S, D, L

SCORPION / SCORPION

Scorpion is a warrior who fell at the hands of Sub-Zero, resurrected by the evil necromancer Quan Chi. One of the main symbols of Mortal Kombat. Extremely dangerous and skilled fighter. In battles, he uses a harpoon and a variety of fire attacks. Scorpion is voiced by Ed Boon himself - the main ideologist of the series.

Basic Attacks

Down Strike: A+J
Crescent Punch: I
Flame Heel:D+L
Hop kick:D+K
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
Low Kick: S+L
low poke: S+J
Palm Strike: J
Roundhouse:L
Shin Strike: A+K
side kick: K
Throw:U
Toe Kick: S+K
upper cut: S+I

Kombo (Kombo Attacks)

brimstone: J, I
Damnation: J, J, L
Eternal Flame: I, J
Eternal Vengeance: I, J, L
gravedigger: J, I, K
Grievance: A + J, I
Judgment Day: A + K, I
Torment: J, J

Special Moves

Spear: A, D + J
Takedown: A, D + L
Teleport: S, A+K
X Ray: From Hell:P+;

Style A moves (Inferno)

fire ball: S, A+J
Flame Aura: S, A + L
hell fire: S, A+I

B Style Techniques (Ninjitsu / Ninjutsu)

Minion Charge: S, A+J
Minion Drop: S, A+I
Minion Grab: S, A + L

C Style Moves (Hellfire)

Affliction: A + J, I, J
cataclysm: D + L, I
dead end: I, J, I
Doomblade:D+I
Doom slice: A+I
Downfall: A+L
soulless: A + K, I, D + I

Finishing Moves

Brutality: Get Over Here: A, D+J+;;
Fatality: Stop Ahead: S, A, D + I
Fatality: Who's Next?: S, A, D, W

SHINNOK

The fallen god and ruler of the underworld, Shinnok is able to skillfully manipulate the forces of Darkness and turn them against enemies. The character is able to imitate the abilities of other warriors, which allows him to become a versatile fighter in the hands of a skilled player.

Basic Attacks

Back Strike:L
Bone Strike: J
Double Punch: A+I
Downwards Claw: I
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
low palm: S+J
Lunge Punch:D+I
Quick Stomp: K
Neutral Jump Punch: W, J
Neutral Jump Kick: W, K
Reverse Boot: S+L
side kick: S+K
step kick:D+K
Throw:U

Kombo (Kombo Attacks)

Dark Magic: J, J, I, K
divine power: D + I, I
Immense Power: K, J, I
immortality: J, J, I
Mystical: D + I, I, L
Possession: K, J
Vanquished: J, J

Special Moves

Amulet Strike: A, D + J
Charging Shoulder: A, D+K
hell sparks: S, A+I
X Ray: The Devil's Hand:P+;

A Style Moves (Necromancer)

Devil's Flick: A, D + I
Judgment Fist: S, A+J
Summoned Fiend: S, D + L

B Style Moves (Imposter)

Air Tricky Portal: W, S, W
mimicry: S, A+J

C Style Techniques (Boneshaper / Dice)

Banishment: A + K, J, S + I
Brute Strength: D+K, J, S+I, W+I
Dark Beam: A, D + J
Deity: D + I, I, J + K
Fallen Elder God: D + K, J
Fall From Grace: D + K, J, S + I
God of Darkness: D + I, I
God Strike:D+I
Hell Raiser: A + K, J
Konquer All: A+K, J, S+I, W+I
Scepter Slam: S, D + I
Scepter Strike: S, A+J

Finishing Moves

Brutality: Gory Hole: A, D + J
Fatality: Flick Trick: S, W, S, W;
Fatality: The Grinder: S, A, D, S, W

SONYA BLADE / SONYA BLADE

The fighting style of Sonya Blade is based on a variety of acrobatic moves. Enviable agility allows her to carry out grabs in the air and build long chains of combos from light, but very fast blows. In addition, the girl can shoot energy rings from her hands, which allows her to remain a dangerous opponent even at a distance.

Basic Attacks

Ankle Breaker: S+L
Boot Strap: S+I
brutal kick:L
Downward Slam: A+J
Foot Snap: S+K
Hook: I
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
Leaping Smash: A+I
low poke: S+J
military sweep: A+L
Neutral Jump Kick: W, K
Neutral Jump Punch: W, J
Rib Breaker:D+I
Shin Snap: A+K
Throw:U

Kombo (Kombo Attacks)

Advance Forces: J, J
Alert Force: A + K, K, I, L
Ambush: D+I, A+J
american way: I, J, W + L
beat down: A + J, L
Drop zone: J, I, J
Extraction: A + K, K, I
Final Drill: A + K, K, W + L
fly by: A + K, K
Honorable Discharge: I, J
Play Time: A + J, L, I
power trip: J, J, J
pull out: J, I, L
Study This: J, J
Suppression: A + K, K, I, J, I
Trust No One: I, I, I

Special Moves

Air Drop: W, S + L
Arc Kick: S, A + L
Energy Ring: A, D + I
Leg grab: A, D + L
X Ray: Special Forces:P+;

Style A moves (Special Forces)

drone: S, S + J
Prime Punch: A+I

B Style Moves (Covert Ops / Special Agent)

air strike: W, S + U
Garrote Parry: S, A+J
military station: S, A+I

C Style Moves (Demolition)

Bake "n" Wake: J
Boomer: J, J, I
Drone Drop: S, S + J
Frag Grenade: S, A+J
Stun Grenade: S, D + J

Finishing Moves

Brutality: Thigh Master: A, D + L
Fatality: Head Hunter: D, A, S, A, I
Fatality: Target Marked: S, S, A, D;

SUB-ZERO / SUB-ZERO

Sub-Zero, along with Scorpion, is one of the most recognizable characters in the Mortal Kombat universe. The fighter is able to freeze his enemies with an aimed throw of an ice sphere, as well as to freeze the opponent's legs with ice, depriving him of the ability to move around the arena.

Basic Attacks

back hand: J
Chin Breaker:D+K
Gut buster: A+J
Ice Trip: A+L
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
low chop: S+J
Knee Breaker: A+K
Low Kick: S+L
Overhead Smash: A+I
Quick Chop:D+J
Rising Fist: S+I
Throw:U
straight chop: I

Kombo (Kombo Attacks)

Absolute Zero: D + K, K
Arctic Assault: D + L, I
Black Ice: J, I
Cold Encounter: A + K, K, S + L
Cold Punish: I, L
Hailstone: J, J, I
Ice Pain: I, L, I
ices up: A + K, K
Permafrost: J, J, L
snow fall: A + J, I
Tundra: J, I, K
Permafrost: J, J, L

Special Moves

ice ball: S, D + I
ice burst: S, A+J
Slide: A, D + L
X Ray: Deep Freeze:P+;

Style A moves (Grandmaster)

Ice Clone: S, A+I
Clone Toss: S, D + J

B Style Moves (Cryomancer / Cryomancer)

cold blooded: D + L, I, J + K
Frost Hammer: S, A+I
Quick Slice: J, J, J
straight slash: D + J, I
Throat Slice: D + J, I, I
Upward Sword: S+I

C Style Moves (Unbreakable)

Barrier of Frost: S, A+I
Frozen Aura: S, A+J

Finishing Moves

Brutality: Snow Ball: S, D + I +;
Fatality: Bed of Ice: S, A, S, D, L
Fatality: Chest Cold: A, D, S, A, L

TAKEDA / TAKEDA

Takeda Takahashi is another new character Mortal Kombat X. The hero is on the side of good and is the son of Kensi and Suchin. Takeda is proficient in many deadly techniques. In combat, he often uses plasma sticks and whips.

Basic Attacks

back slash: I
double kick:D+K
downward slap: A+I
Flying Feet:D+L
High Kick:L
Hinge Kick: K
Jump Back Kick: W, L
Jump Front Kick: W, K
Jump Front Punch: W, J
Jump Back Punch: W, I
Piston Punch:D+I
Quick Sweep: A+L
Rising Fist: S+I
Reverse strike: S+L
step kick: A+K
Throw:U
Whip Around: A+J
Strong Lunge:D+J

Kombo (Kombo Attacks)

Apprentice: D+J, I+L
Fallen Warrior: A + I, J, I + L
Forgotten Son: L, L
Hasashi Kick: D + I, J, L
old grudges: A + J, J, I
Overpowered: K, K, L
Quick Lash: A + J, J
Quick Learner: I, J, I
Shin Shatter: A + K, S + K
Shirai Ryu Order: J, J
Strong flow: J, J, I
Trained Assassin: I, J
Turn Around: K
Whip Snap: A + I, J
white well: D + J, I

Special Moves

Fist Flurry: A, D + I
Kunai: S, A+J
Tornado Strike: A, D + L
X Ray: Air Whiplash: W, P+;

A Style Moves (Ronin)

back slash: A+J
Blade Drop: S, A+J
double-bladed: I, J
downward slice: I
High Strike: A + J, J
Low Stab:A + I, J
low swipe: I, J, I
Piercing Spark: S, D + K
Rising Blade: A + J, J, I
Shirai Ryu Kan: S, D + J
Shirai Ryu Reflect: S, A+K
Spinning Blade: A+I
Way of Hasashi: A + I, J, I, L

B Style Techniques (Shirai Ryu / Shirai Ryu)

Air Spear: W, S, A+J
air teleport: W, S, A+K
Quick Phase: S, A+K
Spear Ryu: A, D + J

C Style Moves (Lasher / Whiplash)

low slash: S, D + J
Whip Assault: A, D + I
Whip Strike: S, D + J
Whip Trip: S, A+I

Finishing Moves

Brutality: Armless:U
Fatality: Head Cage: D, A, S, S, J
Fatality: Whip It Good: S, D, S, A, I

Along with the release of a new pack of characters on personal computers, we decided to slightly change the approach to writing a guide. Below is a list of the most common combos, fatalities and brutality for each character from Kombat Pack 1 and Kombat Pack 2.

First of all, we will teach you how to "read combos".
1 - right hand strike
2 - left hand strike
3 - kick with the right foot
4 - kick with the left foot
Back, Forward, Up, Down - directions.
Run Cancel - turn on the run for one instant in order to cancel the final hit animation.
Close, Mid-Screen, Full Screen - distance to the enemy.
Block - no comments.
Neutral Jump - jump in place.
Jump Forward - diagonal jump.

Simultaneous pressing.

ALIEN / Alien

Combo

29 percent (Acidic) - Back+1.1, Up+4, Run Cancel, Back+1.1, Run Cancel, Up+4, Forward+2.3, Exo Sting
32 percent (Tarkatan) - Forward+1,3,4, Enhanced Low Krawl, 2,1,4, Tarkatan Rush, Straight Slice, Blade Sweep, Low Krawl
37 percent - Forward+1,3,4, Enhanced Low Krawl, Back+1,1, Up+4, Run Cancel, Forward+2,3,4,3,4, Xeno Strike

Fatality

Killer Queen (Fatality 1) - Down, Down, Back, Forward, 3 (Close)
Deadly Hybrid (Fatality 2) - Back, Forward, Down, Forward, 1 (Mid-Screen)

brutality

Slash And Bash (Brutality 1) - Kill an enemy with a Tail Grab (Down, Back+3+Block).
Little Head (Brutality 2) - Kill an enemy with a Throw while holding Forward while performing it.

Acid Burn (Brutality 3) - In the Acidic variant, kill an enemy enemy with Air Exo Sting (Down, Back+2 in the air) or Air Exo Splash (Down, Back+2+Block in the air).

Alien Baby (Brutality 4) - In Konjurer variation, hit with Facehugger (Down, Back+1) in the first round, then kill the enemy in the last round with Ovomorph (Down, Back+1) or by releasing Facehugger from Ovomorph.

The Slicer (Brutality 5) - In the Tarkatan variant, kill an enemy with Chop Chop (Down, Back+1) or Chop Chop Shop (Down, Back+1+Block).

TRIBORG / Triborg

Combo

27 percent (Sektor) - Back+3, Up+4, Teleport Uppercut, Forward+4.3, Air Cyber ​​Charge
30 Percent (Cyrax) - Forward+2.1, Net, Far Hover Bomb, Dash Forward, Forward+4.3, Neutral Jump Punch, Back+2, 4, Power Grab
30 percent (Smoke) - 1,1,1, Smoke Cloud, Neutral Jump Punch, 4, Back+2,1, Trident, Back Up, Jump Forward Punch, Forward+4,3, Fade-Port
30 percent (Cyber ​​Sub-Zero) - 1,1,1, Ice Ball, Step Back, Jump Forward Punch, Back+3, Up+4, Air Far Dive Kick (misses), Neutral Jump Punch, Forward Jump Kick, Air Close Dive Kick (misses), Forward+1,3,1, Slide

Remember that Cyber ​​Sub-Zero's Dive Kick is only used to get close to the enemy.

Fatality

Team Work (Fatality 1) - Forward, Back, Forward, Forward (Mid-Screen)
Death Machine (Fatality 2) - Forward, Down, Down, Up (Full Screen)

brutality

Head Strong (Brutality 1) - Kill an enemy with X-Ray.

Friendship (Brutality 2) - Kill an enemy with a throw and press 1 or 2 at least 4 times. Press Back to summon Cyrax, Forward to summon Sektor, or Down to summon Smoke.

Incoming (Brutality 3) - In the guise of a sector, fire three missiles in the entire match, and finish off the enemy with the fourth while being one jump away from him.

Head's Up (Brutality 4) - While in Cyrax form, kill an enemy mid-air with a Power Grab or Power Slame while holding Down during the animation.

Spear On The Head (Brutality 5) - As Smoke, kill an opponent with Trident (Back, Forward+1).

TREMOR / Tremor

Kombo (Kombo Attacks)

Universal
28 percent - Forward+1,2, Stone Smash, Neutral Jump Punch, Back+2, Forward+1,2,1, Stone Punch

aftershock
32 percent - Back+3,2, Stone Smash, Neutral Jump Punch, Jump Forward, 3, Forward+1,2,1, Stone Punch

metallic
32 percent - With Lava Skin Active, Back+3,2, Stone Smash, Neutral Jump Punch, Back+2, Rolling Magma, 2,1,2

Fatality

Stone Tomb - Down, Back, Forward, Back 3 (Mid-Screen)
Stalag-Might - Down, Forward, Back, Forward 1 (Mid-Screen)

brutality

Blood Rock - End a match with Rock Bottom X-Ray while holding Down during the animation.

Rumble Trouble - During a match, do three consecutive Ground Quake (Down, Down+4+Block) and end the match with the same move.

Rock Head - In the Aftershock variant, end the match with a Rock Toss (Back, Forward+2) or Boulder Throw (Back, Forward+2+Block) while within burp range of an opponent.

It "s Me Tremor - In the Metallic variation with Gold Skin activated, end the match with Gold Punch (Down, Back + 1) or Gold Launch (Down, Back + 1 + Block) while within jump distance of the enemy.

Krystal Khaos - In the Crystalline variant, use Summon Krystal (Down, Forward+3) during the final round, then end the match with Flying Krystal (Forward+Interact) or Flying Boulder (Forward+Interact+Block).

TANYA / Tanya

Kombo (Kombo Attacks)

Kobu Jutsu
35 percent - 1,1,2, Tonfa Swipe, Tonfa Slash, Rising Tonfa, Jump Forward 3, Teleport Forward, Down+ 1, 3,4, Flip Kick

Dragon Naginata
35 percent - 1,1,2, Teleport Forward, Air Staff Stance, Forward+2, Air Staff Stance, Forward+2, 2 (in the air), 2, Up+3, Run Forward (quickly), 3.4 , Flip Kick

Pyromancer
22 percent - 2, Up+3, Run Forward, 3,4, Dark Shroud

Fatality

Bloody Boots (Fatality 1) - Forward, Down, Down, Back, Down (Close)
Edenian Drill (Fatality 2) - Back, Back, Forward, Forward, 4 (Close)

brutality

Top Off (Brutality 1) - End a match while using a throw by holding Up during the animation.

Romp Stomp (Brutality 2) End a match with Split Flip Kick (Down, Back+4+Block) while holding Down during the animation.

Backstabbed (Brutality 3) - In the Kobu Jutsu variation, end a match with Tonfa Throw (Down, Forward+1+Block) while within jump distance of an opponent.

Watch This (Brutality 4) - In the Dragon Naginata variation, while in Staff Stance (Down+2 in the air), complete the match while using Swing Kick.

Pop Pop (Brutality 5) - In the Pyromancer variant, end the match with Surging Blast (Down, Forward+1+Block) with Dark Shroud (Down, Forward+2) activated on the enemy.

PREDATOR / Predator

Combo

26 percent - 2,1,2, Run Cancel, 2,1,2, Back+2, Scimitar Stab
30 percent - 2,1,2, Jump Forward Kick, Air Smart-Disc, Run Forward Slightly, 1,2,2, Scimitar Stab
40 percent - Forward+2,1,2, Back+22, Scimitar Slam, Jump Forward Kick, Air Smart-Disc, 3,2,1+3

Fatality

Ghostin' Us - Down, Down, Back, Forward, 1 (Close)
Certain Death - Down, Forward, Back, Up (Mid-Screen)

brutality

Anytime - End a match with What The Hell X-Ray by holding Down during the animation.

Time To Bleed - End a match with a throw by holding Up during the animation.

Final Kountdown - In the Warrior variant, end the match with a Self-Detonate (Down, Back+4) or Self-Destruct (Down, Back+4+Block).

Skinned Alive - In the Hunter variant, end the match with a Snag (Down, Back+4) or Trap (Down, Back+4+Block).

If It Bleeds - In the Hish-Qu-Ten variant, end the match with a Plasma Shot (Back, Forward+3).

JASON / Jason

Combo

Slasher
38 percent - Forward+4.2, Forward+4.2, Forward+4.2, 1.1.1, Bloodshed

Relentless or Unstoppable
26 percent - Back+2, Back+1,2,2, 1,1,1, Choke
27 percent - Back+1,2,2. Run Cancel, Back+1,2,2, 1,1,1, Choke
34 percent - Forward+2, 3.2, Up+1, Back+1.2.2, 1.1.1, Choke

Fatality

Kill For Mother - Down, Forward, Down, Forward, 2 (Mid-Screen)
Sleeping Bag Killer - Down, Back, Forward, 4+Block (Mid-Screen)

brutality

Blunt Trauma - Don't lose a round and end the match with Shoulder Charge (Back, Forward+3) or Temple Slam (Back, Forward+3).

Go to Hell - Finish a match with The Horror X-Ray while at least one jump away from an enemy.

Blood Bath - In the Slasher variant, end the match with Bloodlust (Down, Forward+1+Block) and holding Up during the animation.

Head Spin - In the Relentless variant and with Pursuit activated, end the match with a Crippler (Down, Back, Forward, 2+Block).

Spinal Tap - In the Unstoppable variant, rise up in the last round and end the match with a Back Breaker (Down, Back, Forward+1) or Spinal Shatter (Down, Back, Forward+1+Block).

The latest part of the Mortal Kombat game has recently appeared on the computer. All the fans were happy to accept this fact, and this is quite understandable, since the game itself had to wait for many years, especially since there was an opportunity to punch in X-Ray mode.

Of course, it is most convenient to play fighting games with the help of a gamepad (joystick). With the release of the last part of the Mortal Kombat game on the computer, many users are faced with the lack of this device.

Of course, the developers have foreseen this fact and optimized the control of the game for the keyboard.X-Ray in Mortal KombatEach character in this game has a set of standard attacks, which, of course, help him win the fight with the enemy. In addition to standard attacks, there are also special moves in the game, which are created by combining standard ones. During the battle itself, in the lower left corner (or lower right, depending on the side you are playing on), there is a special energy meter that allows you to use the character's special moves. If one of the players waits until this meter is completely filled, then he will be able to use the X-Ray technique. During this, special attacks will be shown on the screen, which can even break the opponent's bones. Distinctive feature is that the player sees all this, because everything happens in X-Ray mode. Such a blow can take away a significant part of the opponent's health, which means that the hero has more chances to win. It should be noted that the opponent can defend against the X-Ray move with a normal block or can dodge the attack altogether. In this case, the attacker's X-Ray gauge will be completely spent. This keyboard stroke can be done with the LShift + Space key combination. Additional attacks in Mortal KombatIn the same mode, team attacks can be carried out (during a 2v2 game), you can perform special combo attacks, and also provide support to your partner. Many Mortal Kombat players know that in previous versions there were various fatalities. Fatalities are a brutal finishing move that can be performed using a certain combination of buttons on the keyboard at the end of the battle. In the last part of Mortal Kombat, this feature remained, and in addition, various babities were added (the character reduces the enemy, turning him into a baby) and location fatalities (fatalities that are performed using various items on the level). Returning to X-Ray, we can also say that the user does not have to wait until the scale is completely filled. To perform a special move, you can wait until either one or two blocks are filled, but in this case, X-Ray will not be shown. In this case, the character will only be able to perform a special move, which can either interrupt the opponent's attack combo, or enhance the special move.

If the purchase of LADA XRAY has awakened a "homemade" in you, start with the "muzzle" of the car - protect the air conditioner radiator from pollution. To do this, the holes in the front body kit of the car must be tightened with a mesh. A sheet of plastic fine mesh can be purchased at a hardware store. We remove the front bumper, cut out pieces of suitable size from the grid and fix them in the corresponding places of the bumper with plastic “ties”.

OPENING THE TRUNK WITHOUT HANDS

When you need to open the fifth door of the XRAY in dirty weather, willy-nilly, you have to get your hands dirty every time. To avoid this, experts recommend strengthening the gas stops of the tailgate of the car with a pair of springs of suitable stiffness. For example, from the valve lift mechanism of an old 1.5-liter VAZ engine. To do this, disconnect the upper mount of the tailgate gas stop, put one of the springs on it and put it in place. We carry out a similar event with the second emphasis. Now, when the fifth door lock is unlocked, the springs will push it to a height, starting from which the regular gas stops will be able to cope with its rise to the top point.

PROTECTING THE ENGINE COMPARTMENT

Dust and dirt enter the engine compartment through the gap between the hood and the body. An additional seal helps to keep the upper part of the engine relatively clean longer. A door seal from some kind is excellent for its role. The design of this rubber band is such that it can be installed on the stiffener in the front of the XRAY engine compartment without the use of any fasteners or glue.

PROTECTING THE TRUNK SILL

Experienced XRAY note that due to loading and unloading of the trunk over time, scratches and scuffs appear on the upper part of the rear bumper and on the lower part of the fifth door opening. In places of damage to the paintwork of the body, rust appears. To protect against this kind of damage, it is recommended to immediately install protective pads in these places. They are plastic and metal. The latter are more expensive, so the best choice is plastic. Linings made of this material are simply glued to the trunk sill (with preliminary dismantling of the door seal) and to the upper part of the rear bumper. You can even stick them with double sided tape.

GETTING THE XRAY ON THE RIGHT WHEELS

From the very first appearance of the XRAY on the Russian market, it seemed to the connoisseurs of the new VAZ design that the size of the standard rims of the model negates the whole flight of Steve Mattin's design ideas. Therefore, on the car you need to put more wheels. AVTOVAZ recommends only two wheel sizes for XRAY: 195/65 R15 and 205/55 R16. Advanced XRAY owners assure that wheels of the following dimensions can fit on the car without any problems: 185/55 R17, 195/50 R17, 205/50 R17, 225/45 R17, 175/50 R18, 195/45 R18, 215/40 R18 , 225/40 R18, 175/45 R19, 185/40 R19, 195/40 R19.

Of course, it is most convenient to play fighting games with the help of a gamepad (joystick). With the release of the last part of the Mortal Kombat game on the computer, many users are faced with the lack of this device. Of course, the developers have foreseen this fact and optimized the controls in the game for the keyboard.

X Ray in Mortal Kombat

Each character in this game has a set of standard attacks, which, of course, help him win the fight with the enemy. In addition to standard attacks, there are also special moves in the game, which are created by combining standard ones. During the battle itself, in the lower left corner (or lower right, depending on the side you are playing on), there is a special energy meter that allows you to use the character's special moves.

If one of the players waits until this meter is completely filled, then he will be able to use the X-Ray technique. During this, special attacks will be shown on the screen, which can even break the opponent's bones. A distinctive feature is that the player sees all this, because everything happens in X-Ray mode.

Such a blow can take away a significant part of the opponent's health, which means that the hero has more chances to win. It should be noted that the opponent can defend against the X-Ray move with a normal block or can dodge the attack altogether. In this case, the attacker's X-Ray gauge will be completely spent. This keyboard stroke can be done with the LShift + Space key combination.

Additional attacks in Mortal Kombat

In the same mode, team attacks can also be carried out (during a 2v2 game), you can carry out special combo attacks, and also provide support to your partner. Many Mortal Kombat players know that previous versions had various fatalities.

Fatalities - brutal, which can be carried out using a certain combination of buttons on the keyboard at the end of the battle. In the last part of Mortal Kombat, this feature remained, and in addition, various babities were added (the character reduces the enemy, turning him into) and location fatalities (fatalities that are performed using various items on the level).

Returning to X-Ray, we can also say that the user does not have to wait until the scale is completely filled. To perform a special move, you can wait until either one or two blocks are filled, but in this case, X-Ray will not be shown. In this case, the character will only be able to perform a special move, which can either interrupt the opponent's attack combo, or enhance the special move.